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- Starting a 'Publish' compile.
- Starting compilation of cp_office_a3
- Valve Software - vbsp.exe (Mar 6 2018)
- 8 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3.vmf
- Error! Variable "%keywords" is multiply defined in material "nature/battlefieldgrass001"!
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/cp_office_a3/concrete/blendwetpavement001_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2239.0 5295.1 3782.3)
- Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs: Brush 190163:
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 550 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (1) (296888 bytes)
- Error! To use model "models/props_2fort/gibs/miningcrate001_break01.mdl"
- with prop_static, it must be compiled with $staticprop!
- Error loading studio model "models/props_2fort/gibs/miningcrate001_break01.mdl"!
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 1324 texinfos to 782
- Reduced 46 texdatas to 45 (1084 bytes to 1062)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3.bsp
- Wrote ZIP buffer, estimated size 716, actual size 636
- 5 seconds elapsed
- Valve Software - vvis.exe (Mar 6 2018)
- 8 threads
- reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\cp_office_a3.bsp
- reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\cp_office_a3.prt
- 967 portalclusters
- 3044 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (119)
- Optimized: 2637 visible clusters (0.78%)
- Total clusters visible: 338087
- Average clusters visible: 349
- Building PAS...
- Average clusters audible: 959
- visdatasize:224959 compressed from 247552
- writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\cp_office_a3.bsp
- 1 minute, 59 seconds elapsed
- Valve Software - vrad.exe SSE (Mar 6 2018)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\cp_office_a3.bsp
- Setting up ray-trace acceleration structure... Done (20.28 seconds)
- 4770 faces
- 19 degenerate faces
- 2079140 square feet [299396224.00 square inches]
- 3 Displacements
- 2645 Square Feet [380928.00 Square Inches]
- 4751 patches before subdivision
- zero area child patch
- zero area child patch
- 89885 patches after subdivision
- sun extent from map=0.173648
- 33 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (173)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
- transfers 7428254, max 1023
- transfer lists: 56.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(140613, 104708, 60298)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(26529, 17864, 9352)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(6359, 3792, 1773)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(1521, 807, 336)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(400, 188, 69)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(107, 44, 14)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(30, 11, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(8, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0311 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (24)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 45/1024 2160/49152 ( 4.4%)
- brushes 927/8192 11124/98304 (11.3%)
- brushsides 13804/65536 110432/524288 (21.1%)
- planes 19084/65536 381680/1310720 (29.1%)
- vertexes 7694/65536 92328/786432 (11.7%)
- nodes 2204/65536 70528/2097152 ( 3.4%)
- texinfos 782/12288 56304/884736 ( 6.4%)
- texdata 45/2048 1440/65536 ( 2.2%)
- dispinfos 3/0 528/0 ( 0.0%)
- disp_verts 187/0 3740/0 ( 0.0%)
- disp_tris 288/0 576/0 ( 0.0%)
- disp_lmsamples 7024/0 7024/0 ( 0.0%)
- faces 4770/65536 267120/3670016 ( 7.3%)
- hdr faces 4770/65536 267120/3670016 ( 7.3%)
- origfaces 2666/65536 149296/3670016 ( 4.1%)
- leaves 2250/65536 72000/2097152 ( 3.4%)
- leaffaces 5835/65536 11670/131072 ( 8.9%)
- leafbrushes 2148/65536 4296/131072 ( 3.3%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 34682/512000 138728/2048000 ( 6.8%)
- edges 20585/256000 82340/1024000 ( 8.0%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 33/8192 2904/720896 ( 0.4%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 723/32768 7230/327680 ( 2.2%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 12012/65536 24024/131072 (18.3%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 12/512 4224/180224 ( 2.3%)
- LDR lightdata [variable] 0/0 ( 0.0%)
- HDR lightdata [variable] 7265236/0 ( 0.0%)
- visdata [variable] 224959/16777216 ( 1.3%)
- entdata [variable] 157036/393216 (39.9%)
- LDR ambient table 2250/65536 9000/262144 ( 3.4%)
- HDR ambient table 2250/65536 9000/262144 ( 3.4%)
- LDR leaf ambient 2250/65536 63000/1835008 ( 3.4%)
- HDR leaf ambient 9034/65536 252952/1835008 (13.8%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/62994 ( 0.0%)
- pakfile [variable] 3977440/0 ( 0.0%)
- physics [variable] 296888/4194304 ( 7.1%)
- physics terrain [variable] 273/1048576 ( 0.0%)
- Level flags = 2
- Total triangle count: 14400
- Writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\cp_office_a3.bsp
- 4 minutes, 6 seconds elapsed
- C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_office_a3.bsp
- 1 File(s) copied
- CompilePal - Automated Packaging
- Finding sources of game content...
- Found search paths...
- Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
- Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
- Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
- Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
- Reading BSP...
- Initializing pak file...
- Writing file list...
- Running bspzip...
- Finished!
- ---------------------
- 29 materials found
- 17 models found
- 0 particle files found
- 0 sounds found
- additional files:
- -nav file
- ---------------------
- 'Publish' compile finished in 00:06:17
- 6 errors/warnings logged:
- 6 errors/warnings logged for cp_office_a3:
- ● 1x: Warning: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3])
- ● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
- ● 1x: Caution: Error loading studio model "[sub:1]"!
- ● 2x: Info: zero area child patch
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